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The knockback of the Force-A-Nature on both target and shooter makes it far more difficult to follow up on the first shot. Clip size doesn't help either, and force jumps are rarely necessary given the Scout's preexisting doublejump ability. The Scattergun is far more reliable.
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- Bonk! is highly situational and really only helps against sentries and afterburn/bleeding (if an enemy gives you time to drink it, they likely weren't much of a threat in the first place).
- I haven't had the Crit-a-Cola long enough to fully evaluate it.
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Is there anything better than stunning a Heavy, killing his Medic, then being halfway across the map by the time he recovers? I think not.
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While I can aim decently with the Direct Hit, I mainly end up in larger servers and being able to hit 5+ people with a single rocket is just too valuable to pass up. And besides, what fun is a crit-rocket that only hits one target?
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- With the Buff Banner, I may either wait too long and die with it charged because there were no teammates around, or die before I can charge it due to running out of rockets and not having the shotgun as backup. I guess if I played Soldier more defensively, hanging back behind the front lines and spamming rockets, I might find it more useful.
- The Gunboats seem more offensively-suited, but in larger games, aggressively jumping forward with only a Rocket Launcher and melee weapon is suicide. If I'm jumping for any other reason, I'll generally have time to locate health before engaging anyone.
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- At high health or while ÜberCharged, the only reason to use the Shovel is if you're not carrying the Shotgun.
- I might pick the Pain Train if it was the only alternative melee weapon for the Soldier, but compared to the Equalizer, it's rarely as useful.
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- If I don't need the added damage of the Backburner, then losing a bit of afterburn potency can't hurt that much either. Besides, killing an enemy after you died to them just doesn't feel satisfying.
- I'm not going to call the Backburner crap, because it does have its uses. These uses however, are very situational, and, on average, the compression blast gets more use than the crits or increased damage.
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I love the Flaregun, I really do, but it worses the Pyro's already poor ranged combat abilities due to the lack of a hitscan weapon. Maybe if it could fire off multiple shots before needing to reload, it would be a little more reliable.
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The Fireaxe is only good for... no wait, it's not good for anything. Having a primary weapon made for close combat, a vanilla melee weapon is arguably useless.
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